Monday, May 2, 2011

comic strip websites

Of the two comic strip websites I was able to utilize both allowed for unique development of interactive classroom tools.  I can foresee myself in the future expanding on lessons with this tool to make learning more fun and interactive.  Both of these sites do provide great tools with a limit to their features which gives a good censorship to the site allow for safe and creative instruction.  These are definitely recommended tools in my book.



http://www.dvolver.com/live/movies-570598


http://upload.stripgenerator.com/strip/62/43/15/00/00/full.png

Now when looking at the third site of stirpgenerator I would have to say that all three options bring a creative and functional side to the classroom each in their own way.  All of these programs allow for students to be creative without needing a PHD in computers.  I feel that in the future I can make good use of these programs.

I just made a new Voki. See it here:

Tuesday, April 19, 2011

Description of digital storytelling

What is a “digital storytelling”? 

With there being many different ways of ways to define/explain what this is I will give you the laymen version.  “Digital storytelling” is taking any information on any computer (digital) and adding a story line to it.   As the University of Houston states on their website “storytelling is the practice of using computer-based tools to tell stories.”  Simple, right. Well, from this point everything becomes interesting.  The ‘any information on any computer’ refers to all information that is found on, through, or can be put on a computer.  The story line refers to you the creator(s) adding information in the form of sound recordings (voice or otherwise) to the information selected.


How does it all work?

To create a digital story on needs to select material (digital) from a computer.  Arrange the material in an order they feel tells a story and then add recordings to the material to tell the story.
 
(Center for Digital Story Telling)

The creator takes a story recording and finds material to match the recorded input.

Sunday, April 10, 2011

101 ways (and More) to use Samorost


After looking over the activities on the site, I have found some of the activities able to work certain games, while others can only work through the use of blogging and animation.  For example Twin Screen Walkthrough would work well with any role playing game, while ransom note would work well for a pre-created animation where each student is given a scene to add their commentary to and then the instructor can play this back for the students.  Relay Reading can be used to create new movies or commercial with the students’ voices as the new voice over.  However, most of the activities on the list are not able to be used with the current games I am familiar with.   With a little research and creativity new activities can be made to the game that peek the students’ interests.

Language Learning with New Media and Video Games

The 3 most important issues raised in the article are the value of subtitles as means to educating, the ability to use mod tools as a means to instruction, and authentic culture. 

The use of subtitles shows the value of simple things to aid learners.  This article presents the value of simply adding subtitles to a program allowed for an increase of learning and at a low cost. 
Mod tools allow for instructors to manipulate some of the most popular game titles out there to make them not only fun but very educational while at times at a low cost.  Another benefit to the mod tools is the ability to assign the students work that can be later used as part of future lessons on the game.  This also allows for the amount of work by the instructor decrease and the creativity of the student increases.
Authentic culture is a feature available to all instructors and is expanding as fast as the internet is.  The goal of any instructor is to present students with material that is relevant and authentic.  With the use of the internet instructors can gather material that is not only culturally correct but is also authentic to the modern culture.

3 games in a blog by Larry Ferlazzo up for review

Larry Ferlazzo's  "Best of"series
After reading through his list and getting to the section of gaming, and choosing the games from the list on The Best Learning Games For Advanced ELL’s & Non-ELL’s  I choose the only three games available  Headline Clues, Wordmaster, and Free Rice. 
Headline Clues is a cloze activity where the student needs to read a lead paragraph of a news article then try to file in the title of the article using the contextual clues in the paragraph.  The titles are presented with the first letter of each missing word present and the student needs to type in the word missing.    This game can be useful in an ESL classroom.  To improve this game I would also use the reverse, with the title complete and the lead paragraph missing select words.   
Wordmaster is another cloze word game where the student is given a sentence and is asked to input the correct word.  This game is very useful in the ESL classroom; it allows for students to improve spelling and vocabulary.  To improve this game further I would have multiple options / alternate options for each word.  This would allow students to learn synonyms.    
Free Rice  is meaning definition game where the student is presented with a word and has to select the correct answer as a reward they donate 10 grains of rice to the World Food Programme.  This is a useful game that can be used in the ESL classroom as a way to motivate students to learn word definitions.  To improve on this game further would be for the students to be able to receive a list of the incorrect words along the frequency of errors.

Kyle Mawer's wiki and EVO (Electronic Village Online) wiki by Kyle Mawer & Graham Stanley

Kyle Mawer's wiki / EVO wiki
After reading through these two wiki’s on what computer gaming is and means to ESL instructors I have come to the conclusion that the EVO classification of gaming is more prevalent and useful to read through as a concise presentation of computer gaming.  The rational for this decision was based on the depth of presentation.  In EVO they present the argument for computer gaming based on explanatory use of different platforms of gaming; while Mawer’s wiki presented the obvious and glaring positive aspect of games in the classroom.   
This is not to say that there is no value in Mawer’s wiki, there is.  His wiki presents a great coverage of his personal adaptation of computer games to his classroom and his found valuable uses.  This material presented is very valuable for any instructor who is lacking the base of information, the materials, previous experiences with gaming (in and out of the classroom), and those who are not creative.  An added benefit to his page is the inclusion of links to the games he is referencing too.
In conclusion, I have to say the use of (Electronic Village Online) wiki by Kyle Mawer & Graham Stanley is useful as an overview of computer gaming and the various platforms.  Kyle Mawer's wiki is a great starter kit for beginners in using computer games in the classroom.

Sunday, March 27, 2011

Quest to Learn school

The Quest to Learn school:

What is it: 
Quest to Learn (Q2L) is a school designed around the “principles of games to create academically challenging, immersive, game-like learning experiences for students.”    Using games to focus and create an environment that exploits the values benefits found within gaming platforms.  The curriculum is based on missions broken into smaller portions so students can work their way through the curriculum in parts that are interconnected.  This allows for students to build on information given and create a formalized understanding of the material and key concepts.  The uniqueness to the approach of teaching and instruction provides for students to become highly motivated in the learning process and become increasing involved.  With this concept in mind students help to create a structured learning program based on their personal interest. 
My reaction:
This form of holistic learning is the mode to which all forms of education can be based.  It allows for students to learn from multiple areas simultaneously allowing for greater instruction.  This also allows for increased learner interaction with material presented.  The only drawback to the lesson format would be the lack of physical and personal face to face interaction.   

scenario: PTA meeting & TED talk videos help

The TED video I would use for a PTA conference on the use of games as a medium for classroom learning:
I would choose to present Jane McGonigal’s video to introduce the topic at the PTA meeting because in her video she focuses the entire conversation on the value of games and their positive relationship to real world and to education.  With the parallel drawn between the amount of time gaming and the plausibility for positive outcomes during a PTA meeting you can draw upon this to show the positive value of students increasing their study time from minimal to double of what they are now getting.  Furthermore, it can be used to show how it can be used as a supplement to the classroom learning for a student who is apsent or missing from a class.
  
Summary of Jane McGonigal:  Explains in a rational way how to solve problems through the use of gaming.  The only drawback is the size and scope used is too big to use in an individual school PTA meeting.
Summary of Will Wright: Shows the value of Spore (game) as a mode to developing and learning how the process of evolution works and how long term dynamics affect use.  Showing how students can learn from a game to see the long term affects of our actions.  It also demonstrates a way to instruct long term thinking through a game and through short real life experiences that can relate to the students schema.
Summary of Tom Chatfield:  Shows the positive information that can be found from the users of games.  Showing how the principles developed from gamers can benefit the real world.


The main points I would use for why games can be a valuable learning tool in PTA meeting would be:
·         Motivation: students who are motivated enjoy learning
·         Authenticity: real life examples give students greater understanding and connections to what is being taught.
·         Social skills: skills of being able to act in a social environment
·         Cultural skills: able function in a global community
·         Negotiation skills: skills to negotiate with others
·         Problem solving skills: skills to work through problems and create critical thinking
·         Paper and material cost saver: the cost of new books and material decreased through reprogrammable game systems
Increased learning and interaction time: more time spent learning gives more learning and greater student benefits 

TED talks & my reactions to each

Jane says that games like World of Warcraft give players the means to save worlds, and incentive to learn the habits of heroes. Then she wonders what if we could harness this gamer power to solve real-world problems.  Watch the video and then post your reaction on your blog
My reaction to Jane McGonigal is that she does have a good idea of using games to create a better environment.  The idea of taking mass interest and mass intelligences and use them to create a solutions.  However, the only problem I found with this video is the lack of explaining how information or ideas to combine the problems found in the real world into the games. 

Will Wright, the inventor of SimCity demonstrates his newest game, Spore, which challenges the player to design a creature and help it survive.  He compares the concepts behind playing with this type of game to the type of playing that Maria Montessori advocated to promote learning.
My reaction to Will Wright is that he does draw a good parallel to Maria Montessori.  With playing the game Spore the one is able to see and learn from the game.  A player of the game can learn about the possibility of what can/could happen in the galaxy environment.  This shows the possibility of learning from gaming.

Tom Chatfield talks about games and how we might harness our innate desire for rewards to change the way we learn
My reaction to Tom Chatfield is that he draws a great parallel found in games to how it affects human gamers and how it can be used to cover main and realistic problems.  This shows the benefits that can be gained from studying and learning from the users of games.

My view on "Using the Technology of Today"

         by Eric Kloper, Scot Osterweil, Jennifer Groff and Jason Haas
Reasoning behind the use of games by Ross (7th grade subject area teacher)
·         “education through meaningful realworld play and exploration.”
o   Authenticity, gives motivation
·         teaches students about the skill of negotiation”
o   Students gain interaction scenarios not available in live classrooms
·          “teaches students how to solve problems collaboratively”
o   Builds up social skills while giving problem solving skills
·         teaches students to be mindful of their actions/impact on others
o   Leads to cultural understanding and social implications
Reasoning behind the use of games by Hal& Kali (12th grade Physics teachers)
·         “students gain conceptual understanding of these challenging concepts”
o   Visual scaffolding of environmental understanding in Physics
·         “creative“
o   Self created solutions make for individualism and creativity
·         “problem-solvers”
o   simulations provide areas to work through problems for solution, can be considered the next best thing to using realia
·         schema based education
o   “demonstrate mastery of the concepts by altering the simulation based upon their understanding of how it works”
·         Motivation
o   “great synergy that elevated both of their instructional practices”
As a parent or fellow teacher I would support the inclusion of games for teaching
            Because: Motivation of a students’ can lead to greater retention of information being instructed by the teacher.  One of the greatest time consumer in a student’s life is games and online networking programs.  If an instructor can bridge the gap of education and entertainment the instruction time increase, motivation increases, and competition for time decreases. 
            Just think now, “Children are establishing a relationship to knowledge gathering which is alien to their parents and teachers” (Green and Hannon, 2007, p. 38) while this is something that we will see transform over the next few years to become a ‘relationship to knowledge gathering which is understood by their parents and teachers’ because their P & T where exposed to the same forms of experiences.  The transformations have serious positive implications for us in the space of education, with students becoming highly motivated with learning, while becoming critical of finding new ways to learn while entertaining; just as one can become critical of commercialization.
            The advent of creating a student who is socially, culturally, and directionally sound can be programmed into a game.  The social skills and leadership task can be designed into every corner.  The transformation of gaming has changed from, click and go, games to games that give detail to information while education becomes interest; just as Kloper, Osterweil, Groff, and Haas described in their article with describing CIVILIZATION and WOW.  Students can be crafted and educated will they are being entertained. 
            This is can be done in the same way documentaries on wild life made their way from the magazine to the classrooms and then into the home during prime time.

Saturday, March 19, 2011

Top ten ways podcasting can benefit L2 learners

  1. Interactive
    • Students can become involved in work/learning
  2. Motivational
    • Flexibility leads to individualized lessons that motivate students
  3. Cheap
    • Time and cost (easy set up and free internet tools)
  4. Creative
    • Allows for students to put their personal touch on what is create
  5. Increased talk time
    • Talking in target language improves learning
  6. Increased feedback
    • Students work can receive private classroom feedback and open internet feedback
  7. Personalized feedback
    • Teachers can give individualized feedback on each lesson
  8. Self assessment programs
    • Students can use programs to critique themselves (i.e. Speech Recognition)
  9. Reflective learning
    • Record and listen to what and how they said it then compare it to a prerecorded native speaker
  10. Peer learning & Peer feedback
    • Interaction in corrective learning

BENEFITS OF CLASSROOM PODCASTING

1.      Podcasting is cheap
a.       The cost is low only if school/students have open access to computers with internet access.  (not always the case everywhere in the world)
b.      Software and programs are online based
c.       Motivational and add on tools available (i.e. Feedburner)
2.      The global motivation
a.       Motivational power of the almost open world internet (students can communicate with almost anywhere in the world)
b.      The access to open door class-rooming is a great motivation. 
                                                              i.      Not only can parents see into the class so can principles/board members/ news/ext
c.       Interactive experiences
d.      Creative works (personal and public)
e.       Games, fun, and more (careful lesson creations can be fun)
3.      Straight to work
a.       The ability to control the content level and information provide to the students.
b.      Focus the students to the task / worry free teaching
c.       Simple work can remove the stress and sidetracking of students
4.      Pod casts counteracts commercialism
a.       The effects of media out in the open, teachers can develop programs to teach students to become more conscious consumers
b.      Students can create their own form of media criticism to from new global understanding
c.       Creates critical awareness of news/media/culture/ext
5.      Privacy
a.       Focus on understanding and permission before exposing undeveloped students to the effects of internet exposure.  (be careful of personal identities)
                                                              i.      This leads to lessons on identity and the internet lessons
                                                            ii.      Personal and individual expression lessons
                                                          iii.      Inappropriate / etiquette lessons
                                                          iv.      Plagiarism lessons
                                                            v.      Safe content lessons
                                                          vi.      Copyrights and legal issues – lessons
References:

Monday, February 14, 2011

Lesson 1 - Story time

Once upon a time, in a land lost long ago.  A man had a dream of.......